THE SHARED REFERENCE Adventurer

Monster

Bael

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fiend
Size
Large
Armor class
18 (plate)
Hit points
189 (18d10 + 90)
Speed
Walk 30 ft.
Challenge rating
19
Alignment
Lawful Evil
Strength
24
Dexterity
17
Constitution
20
Intelligence
21
Wisdom
24
Charisma
24
Passive Perception
23
Saving Throws
dex: +9; con: +11; int: +11; cha: +13
Skills
intimidation: +13; perception: +13; persuasion: +13
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Dread

Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated.

Legendary Resistance (3/Day)

If Bael fails a saving throw, he can choose to succeed instead.

Magic Resistance

Bael has advantage on saving throws against spells and other magical effects.

Regeneration

Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Bael makes two Hellish Morningstar attacks.

Hellish Morningstar

Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.

Infernal Command

Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.

Teleport

Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Fiendish Magic

Bael uses Spellcasting or Teleport.

Infernal Command

Bael uses Infernal Command.

Attack (Costs 2 Actions)

Bael makes one Hellish Morningstar attack.

Spellcasting

Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self (can become Medium), charm person, detect magic, invisibility, major image

1/day: dominate monster

3/day each: dispel magic, fly, suggestion, wall of fire

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